Color in visual interfaces in Java

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Color in visual interfaces
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Color is an important aspect of almost all visual interfaces. In these days of ubiquitous color LCDs, users expect color displays even in devices like PDAs and phones. However, color is much more than a marketing checklist item; it is a powerful information and visual interface design tool that can be used to great effect, or just as easily abused. Color is part of the visual language of an interface, and users will impart meaning to its use. For most applications, color should be used sparingly and integrate well into the other elements of the visual language: symbols and icons, text, and the spatial relationships they maintain in the interface. As discussed earlier in this chapter, when used appropriately, color can draw attention to important items, indicate relationships, and communicate status or other information. There are a few ways that color can be misused in an interface if you are not careful. The most common of these misuses are:
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Too many colors Adding one color to distinguish important items in a set significantly reduces search time. Adding more colors still improves user performance, but at seven or more, search performance degrades significantly. It isn t unreasonable to suspect a similar pattern in any kind of interface navigation, since this number is consistent with how much information we can hold in our short-term memories; when there are too many colors, we spend time trying to remember what the colors mean, so that slows us down. Use of saturated complementary colors Complementary colors are the inverse of each other in color computation. These colors, when highly saturated and positioned adjacent to each other, can create perceptual artifacts that are difficult to perceive correctly or focus on. A similar effect is the result of chromostereopsis, in which colors on the extreme ends of the spectrum vibrate when placed adjacent to one another. Just try looking at saturated red text on a saturated blue background and see how quickly you get a headache! Excessive saturation Highly saturated colors tend to look garish and draw too much attention. Moderately saturated colors can be appropriate in small swatches to capture a user s attention but should always be used sparingly. When multiple saturated colors are used together, chromostereopsis and other perceptual artifacts often occur.
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Part II: Designing Behavior and Form Inadequate contrast When object colors differ from background colors only in hue, but not in saturation or value (brightness), they become difficult to perceive. Objects and background should vary in brightness or saturation, in addition to hue, and color text on color backgrounds should also be avoided when possible. Inadequate attention to color impairment Roughly 10% of the male population has some degree of color-blindness. Thus care should be taken when using red and green hues (in particular) to communicate important information. Any colors used to communicate should also vary by saturation or brightness to distinguish them from each other. If a grayscale conversion of your color palette is easily distinguishable, color-blind users should be able to distinguish the color version. There are also applications and filters, such as Fujitsu s ColorDoctor, that can be used to see how people with various forms of color-blindness would perceive your product.
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Visual interface design for handhelds and other devices
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Many of the practices we ve discussed in this chapter have their roots in design for the desktop platform and the accompanying large screen size and stationary usage context. Clearly, designing for a handheld or other device such as a mobile phone or medical equipment has its own set of challenges related to a smaller screen size, mobile usage context, and diverse input methods. While this certainly isn t a comprehensive list, it s worth considering the following:
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Onscreen controls should be prominent. Because handheld devices are used while standing, walking, riding on bumpy trains, and in all sorts of busy medical and industrial environments, onscreen controls must be much more obvious than their desktop counterparts. Different hardware and contexts require different tactics, but as a general rule using high-contrast designs is a good idea. If your hardware limits your ability to do this, you may have to resort to size, color, or line weight to accomplish this. Provide visual landmarks. To accomplish a task, handheld users frequently must traverse several screens. As a result it s important to use visual cues to orient users. Onscreen controls should be large if you re using a touch screen. If you are using a touch screen on your device, controls should be large enough to be touchable by fingers. Styli can get lost, and because of this (and the nerd factor), younger users are often put off by the use of a stylus.
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14: Visual Interface Design Use larger, sans-serif fonts. Serif fonts are hard to read at low resolution; sansserif fonts should be used for low-resolution handheld displays. Clearly indicate when there is more data offscreen. Many people aren t used to the idea of a small screen with scrolling information. If there is more data than fits on a screen, make sure to boldly indicate that more data is available, ideally with a hint as to how to access it.
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